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Sync SDL3 wiki -> header

SDL Wiki Bot vor 1 Jahr
Ursprung
Commit
202bd7b0ff
3 geänderte Dateien mit 9 neuen und 9 gelöschten Zeilen
  1. 2 2
      include/SDL3/SDL_blendmode.h
  2. 5 5
      include/SDL3/SDL_mouse.h
  3. 2 2
      include/SDL3/SDL_render.h

+ 2 - 2
include/SDL3/SDL_blendmode.h

@@ -147,8 +147,8 @@ typedef enum SDL_BlendFactor
  * return with an error if the blend mode is not supported.
  *
  * This list describes the support of custom blend modes for each renderer.
- * All renderers support the four blend modes listed in the
- * SDL_BlendMode enumeration.
+ * All renderers support the four blend modes listed in the SDL_BlendMode
+ * enumeration.
  *
  * - **direct3d**: Supports all operations with all factors. However, some
  *   factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and

+ 5 - 5
include/SDL3/SDL_mouse.h

@@ -304,11 +304,11 @@ extern DECLSPEC int SDLCALL SDL_SetRelativeMouseMode(SDL_bool enabled);
  * Please note that SDL will attempt to "auto capture" the mouse while the
  * user is pressing a button; this is to try and make mouse behavior more
  * consistent between platforms, and deal with the common case of a user
- * dragging the mouse outside of the window. This means that if you are calling
- * SDL_CaptureMouse() only to deal with this situation, you do not have to
- * (although it is safe to do so). If this causes problems for your app, you
- * can disable auto capture by setting the `SDL_HINT_MOUSE_AUTO_CAPTURE`
- * hint to zero.
+ * dragging the mouse outside of the window. This means that if you are
+ * calling SDL_CaptureMouse() only to deal with this situation, you do not
+ * have to (although it is safe to do so). If this causes problems for your
+ * app, you can disable auto capture by setting the
+ * `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero.
  *
  * \param enabled SDL_TRUE to enable capturing, SDL_FALSE to disable.
  * \returns 0 on success or a negative error code on failure; call

+ 2 - 2
include/SDL3/SDL_render.h

@@ -2099,8 +2099,8 @@ extern DECLSPEC void *SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer);
  * This function returns `void *`, so SDL doesn't have to include Metal's
  * headers, but it can be safely cast to an `id<MTLRenderCommandEncoder>`.
  *
- * This will return NULL if Metal refuses to give SDL a drawable to render
- * to, which might happen if the window is hidden/minimized/offscreen. This
+ * This will return NULL if Metal refuses to give SDL a drawable to render to,
+ * which might happen if the window is hidden/minimized/offscreen. This
  * doesn't apply to command encoders for render targets, just the window's
  * backbuffer. Check your return values!
  *